<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<!-- ==================== YP Pistol ========================== -->

	<!-- ==================== AmmoSet ========================== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_PistolYP</defName>
		<label>Small YP</label>
		<ammoTypes>
			<Ammo_RifleYP>Bullet_PistolYP</Ammo_RifleYP>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ================== Projectiles ================== -->

	<ThingDef ParentName="Base45ACPBullet">
		<defName>Bullet_PistolYP</defName>
		<label>Carbon crystal</label>
		<graphicData>
			<texPath>Things/Projectile/Shard</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Shredder</damageDef>
			<speed>83</speed>
			<dropsCasings>false</dropsCasings>
			<pelletCount>2</pelletCount>
			<spreadMult>2</spreadMult>
			<damageAmountBase>4</damageAmountBase>
			<armorPenetrationBlunt>6.4</armorPenetrationBlunt>
			<armorPenetrationSharp>24</armorPenetrationSharp>
		</projectile>
	</ThingDef>

	<!-- ==================== YP Rifle ========================== -->

	<ThingCategoryDef>
		<defName>AmmoRifleYP</defName>
		<label>Light YP</label>
		<parent>AmmoRifles</parent>
		<iconPath>UI/Icons/ThingCategories/CaliberRifle</iconPath>
	</ThingCategoryDef>

	<!-- ==================== AmmoSet ========================== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_RifleYP</defName>
		<label>Light YP</label>
		<ammoTypes>
			<Ammo_RifleYP>Bullet_RifleYP</Ammo_RifleYP>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_SwarmerYP</defName>
		<label>Light YP</label>
		<ammoTypes>
			<Ammo_RifleYP>Bullet_SwarmerYP</Ammo_RifleYP>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ==================== Ammo ========================== -->

	<ThingDef Class="CombatExtended.AmmoDef" Name="RifleYPBase" ParentName="SmallAmmoBase" Abstract="True">
		<description>Small, high-velocity crystal bullet used in Yunhwa Precision arms.</description>
		<statBases>
			<Mass>0.01</Mass>
			<Bulk>0.02</Bulk>
		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade</li>
			<li>CE_AutoEnableCrafting</li>
		</tradeTags>
		<thingCategories>
			<li>AmmoRifleYP</li>
		</thingCategories>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="RifleYPBase">
		<defName>Ammo_RifleYP</defName>
		<label>Light YP cartridge</label>
		<graphicData>
			<texPath>ThirdParty/Rimsenal/YP</texPath>
			<graphicClass>Graphic_StackCount</graphicClass>
		</graphicData>
		<ammoClass>CarbonCrystal</ammoClass>
		<cookOffProjectile>Bullet_RifleYP</cookOffProjectile>
	</ThingDef>

	<!-- ================== Projectiles ================== -->

	<ThingDef ParentName="Base556x45mmNATOBullet">
		<defName>Bullet_RifleYP</defName>
		<label>Carbon crystal</label>
		<graphicData>
			<texPath>Things/Projectile/Shard</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Shredder</damageDef>
			<speed>158</speed>
			<dropsCasings>false</dropsCasings>
			<damageAmountBase>5</damageAmountBase>
			<armorPenetrationBlunt>10</armorPenetrationBlunt>
			<armorPenetrationSharp>30</armorPenetrationSharp>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="Base556x45mmNATOBullet">
		<defName>Bullet_SwarmerYP</defName>
		<label>sagpung swarm</label>
		<graphicData>
			<texPath>Things/Projectile/Swarm</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Shredder</damageDef>
			<speed>68</speed>
			<dropsCasings>false</dropsCasings>
			<damageAmountBase>6</damageAmountBase>
			<armorPenetrationBlunt>1</armorPenetrationBlunt>
			<armorPenetrationSharp>8</armorPenetrationSharp>
			<pelletCount>12</pelletCount>
			<spreadMult>1</spreadMult>
		</projectile>
	</ThingDef>

	<!-- ==================== Recipe: YP Rifle ========================== -->
	<RecipeDef ParentName="AmmoRecipeBase">
		<defName>MakeAmmo_RifleYP</defName>
		<label>make Light YP cartridge x750</label>
		<description>Craft 750 Light YP cartridges.</description>
		<jobString>Making Light YP cartridges.</jobString>
		<ingredients>
			<li>
				<filter>
					<thingDefs>
						<li>Plasteel</li>
					</thingDefs>
				</filter>
				<count>18</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>Steel</li>
					</thingDefs>
				</filter>
				<count>10</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>ComponentIndustrial</li>
					</thingDefs>
				</filter>
				<count>18</count>
			</li>
		</ingredients>
		<fixedIngredientFilter>
			<thingDefs>
				<li>Plasteel</li>
				<li>Steel</li>
				<li>ComponentIndustrial</li>
			</thingDefs>
		</fixedIngredientFilter>
		<researchPrerequisite>ShardTech</researchPrerequisite>
		<recipeUsers Inherit="False">
			<li>YPTable</li>
		</recipeUsers>
		<products>
			<Ammo_RifleYP>750</Ammo_RifleYP>
		</products>
		<workAmount>19000</workAmount>
	</RecipeDef>

	<!-- ==================== YP Spike ========================== -->

	<ThingCategoryDef>
		<defName>AmmoSpikeYP</defName>
		<label>Heavy YP</label>
		<parent>AmmoRifles</parent>
		<iconPath>UI/Icons/ThingCategories/CaliberRifle</iconPath>
	</ThingCategoryDef>

	<!-- ==================== AmmoSet ========================== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_SpikeYP</defName>
		<label>Heavy YP</label>
		<ammoTypes>
			<Ammo_SpikeYP>Bullet_SpikeYP</Ammo_SpikeYP>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_VectorYP</defName>
		<label>Heavy YP</label>
		<ammoTypes>
			<Ammo_SpikeYP>Bullet_VectorYP</Ammo_SpikeYP>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ==================== Ammo ========================== -->

	<ThingDef Class="CombatExtended.AmmoDef" Name="SpikeYPBase" ParentName="SmallAmmoBase" Abstract="True">
		<description>High-velocity spike made of synthesized crystals, fired by Yunhwa Precision equipment. While more effective against armor, the spikes' tendency to remain intact after striking a target decreases thier stopping power.</description>
		<statBases>
			<Mass>0.015</Mass>
			<Bulk>0.02</Bulk>
		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade</li>
			<li>CE_AutoEnableCrafting</li>
		</tradeTags>
		<thingCategories>
			<li>AmmoSpikeYP</li>
		</thingCategories>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="SpikeYPBase">
		<defName>Ammo_SpikeYP</defName>
		<label>Heavy YP cartridge</label>
		<graphicData>
			<texPath>ThirdParty/Rimsenal/YP</texPath>
			<graphicClass>Graphic_StackCount</graphicClass>
		</graphicData>
		<ammoClass>CarbonCrystal</ammoClass>
		<cookOffProjectile>Bullet_SpikeYP</cookOffProjectile>
	</ThingDef>

	<!-- ================== Projectiles ================== -->

	<ThingDef ParentName="Base556x45mmNATOBullet">
		<defName>Bullet_SpikeYP</defName>
		<label>Heavy carbon crystal</label>
		<graphicData>
			<texPath>Things/Projectile/Spike</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Shredder</damageDef>
			<speed>204</speed>
			<dropsCasings>false</dropsCasings>
			<damageAmountBase>10</damageAmountBase>
			<armorPenetrationBlunt>36</armorPenetrationBlunt>
			<armorPenetrationSharp>36</armorPenetrationSharp>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="Base556x45mmNATOBullet">
		<defName>Bullet_VectorYP</defName>
		<label>Vector shot</label>
		<graphicData>
			<texPath>Things/Projectile/Spike</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Shredder</damageDef>
			<speed>165</speed>
			<soundHitThickRoof>RS_ShotShard</soundHitThickRoof>
			<flyOverhead>true</flyOverhead>
			<gravityFactor>450</gravityFactor>
			<dropsCasings>false</dropsCasings>
			<damageAmountBase>5</damageAmountBase>
			<armorPenetrationBlunt>30</armorPenetrationBlunt>
			<armorPenetrationSharp>10</armorPenetrationSharp>
			<pelletCount>2</pelletCount>
			<spreadMult>40</spreadMult>
		</projectile>
	</ThingDef>

	<!-- ==================== Recipe: YP Spike ========================== -->
	<RecipeDef ParentName="AmmoRecipeBase">
		<defName>MakeAmmo_SpikeYP</defName>
		<label>make Heavy YP cartridge x500</label>
		<description>Craft 500 Heavy YP cartridges.</description>
		<jobString>Making Heavy YP cartridges.</jobString>
		<ingredients>
			<li>
				<filter>
					<thingDefs>
						<li>Plasteel</li>
					</thingDefs>
				</filter>
				<count>18</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>Steel</li>
					</thingDefs>
				</filter>
				<count>10</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>ComponentIndustrial</li>
					</thingDefs>
				</filter>
				<count>18</count>
			</li>
		</ingredients>
		<fixedIngredientFilter>
			<thingDefs>
				<li>Plasteel</li>
				<li>Steel</li>
				<li>ComponentIndustrial</li>
			</thingDefs>
		</fixedIngredientFilter>
		<researchPrerequisite>ShardTech</researchPrerequisite>
		<recipeUsers Inherit="False">
			<li>YPTable</li>
		</recipeUsers>
		<products>
			<Ammo_SpikeYP>500</Ammo_SpikeYP>
		</products>
		<workAmount>19000</workAmount>
	</RecipeDef>

	<!-- ================== YP Microwave - Projectiles ================== -->

	<ThingDef ParentName="Base556x45mmNATOBullet">
		<defName>Bullet_GeugGwang_CE</defName>
		<label>microwave pulse</label>
		<graphicData>
			<texPath>Things/Projectile/Microwave</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
		</graphicData>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Microwave</damageDef>
			<speed>999</speed>
			<dropsCasings>false</dropsCasings>
			<explosionRadius>1.5</explosionRadius>
			<damageAmountBase>1</damageAmountBase>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<ai_IsIncendiary>true</ai_IsIncendiary>
		</projectile>
	</ThingDef>

</Defs>